Loading/Managing Object Files

"Object Space"

The vast majority of object files are allocated to a space referred to as "Object Space", located immediately before the start address of the current scene file. The following table lists the size given to "Object Space":

After that, object files are allocated based on the order they appear in the 0x0B room header command of the room Link initially spawns in. Whenever Link travels between two rooms, the game will compare the objects that were loaded by the first room to the objects requested by the second, starting with the first object number in each list. When the game encounters a number that does not match, all object files after the last match will be de-allocated, and any missing object file requests pending for the second room will be allocated.

An important thing to note about "Object Space" is that whenever the game is paused, this space is re-purposed in order to store the pause screen's graphical files and object dependencies.

GI Objects

Whenever Link holds an item over his head, or pulls out an item to show it to an NPC, a GI_Object file (an object file containing a "high res" 3D model of an item) will be loaded into a much smaller space allocated after Link's instance before the item is shown.

CloudModding OoT Wiki is a derivation and expansion of the data available at wiki.spinout182.com